Medium Fey, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 98 (12d8 + 39)
Speed 30 ft., Fly 50 ft. (hover, Bheur Hag Form Only)
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws CON +6, WIS +5
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The hag can breathe air and water.

Control Weather (1/Day). The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Innate Spellcasting. Auntie Johnny  can each cast the following spells from the wizard’s spell list:

At will: dancing lights, minor illusion, vicious mockery

1st level (4 slots): fog cloud, ice knife, ray of sickness

2nd level (3 slots): hold person, ray of enfeeblement

3rd level (3 slots): animate dead, counterspell, lightning bolt

4th level (3 slots): blight, death ward

5th level (2 slots): contagion, scrying

6th level (1 slot): eyebite

For casting these spells, Auntie Johnny is a 12th-level spellcaster that uses Intelligence as his spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7.

Sky Metamorphosis. If Auntie Johnny would be dropped to 0 hit points while in his Green Hag form, he instead regains 50 hit points and transforms into his Bheur Hag form.

Actions

Multiattack. Auntie Johnny makes two Claw or Frost Shard (if in Bheur Hag form) attacks.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Frost Shard. [Bheur Hag Form Only] Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 30 (6d8+4) cold damage, and the target's speed is reduced by 10 feet until the start of the hag's next turn.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes him look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if he dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel his rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag magically turns invisible until he attacks or casts a spell, or until his concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of his passage, so she can be tracked only by magic. Any equipment he wears or carries is invisible with him.

Horrific Feast [Bheur Hag Form Only]. The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag’s choice that is within 60 feet and able to see the feeding must succeed on a DC 15 Wisdom saving throw or be frightened of the hag for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Feast for the next 24 hours.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can’t use the same effect two rounds in a row:

  • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren’t there.
  • The hag targets any number of doors and windows that she can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.
  • The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can’t take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.

Once Auntie Johnny has transformed into a bheur hag, he can also use the following lair action:

  • The hag creates a blizzard in a 40-foot-high, 20-foot radius cylinder centered on a point she can see within 120 feet of her. The effect lasts until initiative count 20 on the next round. The blizzard lightly obscures every creature and object in the area for the duration. A creature that enters the blizzard for the first time on a turn or starts its turn there is blinded until initiative count 20 on the next round.

Monster Tags: Hag

Habitat: ForestHillSwamp

Mangoon